Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 A New Pain
07-29-2011, 01:50 AM
So I am fighting on the Cardassian front and have found I am having problems when in space combat with Keldon Class ships. No matter what I do I seem to have to respawn at least once when fighting them and I especailly run into problems once they release their photonic Galors. Any hints or suggestions?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-29-2011, 01:57 AM
the only tip i can give is to hold off on your high DPS buffs until the Holographic ships spawn and then try to kill it fast.


but it would help to know / see what you are doing... and what you are doing wrong...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-29-2011, 01:59 AM
Learn your Science officer feedack pulse and ignore the photonic Galors. As soon as the projecting Keldon is gone the holograms vanish too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-29-2011, 03:58 AM
or as soon as the holoships spawn, run 10k away when they have on hostile targets they'll de-spawn and allow you to continue attacking the main ship again
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
07-29-2011, 04:15 PM
I try to keep my distance from the main ship as much as possible. I try to deplete one sheild and keep hammering away with quantums and high yeild beams. The problem comes when the photonic ships appear they pound away and really knock me around so I can't keep my bearing on the depleted shield. I am in a defiant class escort (I'm a tac) but have been thinking about going to a crusier. Would this change help?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-29-2011, 04:40 PM
I've used two different stategies when dealing with Keldons. First is keep hammering on the Keldon until it is defeated. The Photonic ships go poof after it's defeated. The other is to beat on the Keldon until it summons the Photonic ships and then focus on the Photonic ships. They are much, much weaker than a real ship. Then go back to hammering on the real Keldon.

For an Escort I would use the Beat on the Keldon strategy. The issue is keeping you shields up. For that I would suggest Science Team II (assuming T5 ship) or Emergency Power to Shields and a couple of Tactical Teams. Tactical Team does a Redistribute Shield power for shields being hit. EPtS gives a Damge resitance buffs, a heal. And Sciece Team gives a bigger Heal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
07-29-2011, 05:05 PM
Quote:
Originally Posted by Anglerx
I try to keep my distance from the main ship as much as possible. I try to deplete one sheild and keep hammering away with quantums and high yeild beams. The problem comes when the photonic ships appear they pound away and really knock me around so I can't keep my bearing on the depleted shield. I am in a defiant class escort (I'm a tac) but have been thinking about going to a crusier. Would this change help?
Your answer lies in Dual Heavy Cannons with Cannon rapid fire ability. Best defense is a good offense.

Approach Keldon. At 10 km, hit tac initiative, high yield torp, AP Alpha, and EptS. At 7 km, hit APB, CRF, tac team, and unload everything on him, including torps. His shields will be down by the time the torps arrive. He should go boom pretty quick. If you take damage, hit Go down fighting to finish him off.

EDIT: Can't remember if you will have some of those capt skills at your level. But I routinely fight the Keldon in one of the Eti Eridani dailies, and I rarely need to use all those buffs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
07-29-2011, 04:58 PM
Okay, here's what I do when I'm coming up on a Keldon class ship.

1. Circle around so that you are coming in behind it. There are fewer weapons in the rear and they can't use many of their special attacks.

2. Rake their shields with Cannon Rapid Fire or Beam Overload then fire torpedoes once they drop. This usuall drops them to about half health.

3. Stick to their rear and keep firing, keeping your focus on diverting energy to your forward shields. Use Emergency Power to Shields (or Reverse Shield Polarity, Rotate Shield Frequency or Aux to Shields) when you can to boost your shield power. Tractor Beam can also be useful here to keep him where you want him.

4. Be ready with Polarize Hull Plating and when the holoships appear pop it. You can also use Brace for Impact for good measure but it probably won't be necessary. Then just ignore the holoships and finish him off.

5. If this is a wave battle or there are more ships to deal with for any reason, make sure to use either Emergency Power to Engines or Evasive Maneuvers to get out of range of the explosion. Then pop any shield buffs you can and get back to battle.

A battle with a Keldon class usually takes me about 3-5 min depending on my weapon load out.

Hope this helps.


Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
07-30-2011, 01:45 AM
Quote:
Originally Posted by Anglerx
So I am fighting on the Cardassian front and have found I am having problems when in space combat with Keldon Class ships. No matter what I do I seem to have to respawn at least once when fighting them and I especailly run into problems once they release their photonic Galors. Any hints or suggestions?
What kind of defensive options do you have at your disposal? You should make sure you have some powers that give you shield resistance (best choice: Emergency Power to Shields - if you can fit two on your ship, you will have high protection all the time). Use them the moment you except to start taking damage to reduce the incoming damage. A Hazard Emitter will work great to heal damage to your hull.

You can entirely ignore the Photonic Ships. But if you tried fighting them and you found it took long, you might have used the wrong power settings or the wrong tactical powers, or have a bad selection of weapon. Weapon Power to the max is generally the best setting. If you use Cannons, Cannon Rapid Fire is the choice for best single target damage. If you use beams, beam overload or beam fire at will are good choices. High Yield Torpedo for torpedoes. You should also try to maneuver to keep your weapons in a firing arc (in a cruiser or science vessel, that usually means circling to fire beam broadsides, in an escort it will require you to slow down occasionally to keep the target in the front arc of your dual cannons.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
07-30-2011, 02:47 AM
Quote:
Originally Posted by Anglerx
I try to keep my distance from the main ship as much as possible. I try to deplete one sheild and keep hammering away with quantums and high yeild beams. The problem comes when the photonic ships appear they pound away and really knock me around so I can't keep my bearing on the depleted shield. I am in a defiant class escort (I'm a tac) but have been thinking about going to a crusier. Would this change help?
If you're using Cannons/Turrets you're better off at around 5km or less. The further out you are, the less damage your going to do. If you're using beam (Which you really shouldn't be, but if you are) then you can be further out but the same rule applies (Just not as harshly). You didn't post you're build so I'll make one up for you that I would use (Though I've never flown a Defiant, I've flown other escorts on both factions).

Lieutenant Tactical
Tac Team I, High Yield Torpedo II

Lieutenant Engineer
Engineering Team I, Emergency Power To Shields II

Lieutenant Science
Hazard Emitters I, Transfer Shield Strength II

Commander Tactical
Tac Team I, Canon Rapid Fire I, Canon Rapid Fire II, Attack Pattern Delta III

Mount Phaser or Disrupter Dual Cannons or Dual Heavy Cannons, 3 of them up front as well as a Quantum torpedo launcher. Put two turrets in the back, no need for another torpedo launcher or mines in a Defiant. Try to put atleast 110 into weapons, and around 70 into shields and be sure to use Covariant shields. Use a deflector that will boost your Emitters and Deflector, use science consoles that boost your deflector. Use weapon consoles that boost your energy weapon type, and use two EPS consoles.

Be sure to put training into Aux and Eng Efficiency, and in your case I'd probably go with Combat Impulse Engines for now (Because you're not an engineer or using EPtE). Though you might like Hyper-Impulse engines, just make sure have AUX at a minimum and SPD if you can get it.

You have 7 defense buffs with this build, 3 of which are also offensive buffs. Approach you're prey cloacked, then uncloak at around 9km while moving in at 50-75% impulse. Start firing normally for about 1 second, then activate CRF II and APD III (If you were using APB III instead you'd just power up while cloaked and unleash but APD is a lil different as the enemy has to attack you for it to proc). I chose APD for you over APB because it gives you a defensive bonus.

So do both Tac Teams, which combined with two shield heals should be able to keep your defenses up. You have Hazard Emitters should your hull take damage, as well as Engineering Team (Though that's really there to cure disabled sub-systems from Cardassian phaser proc). Don't use all your defensive buffs at once, cycle through them (as they apply healing over time and this way you are never without an available buff).

Stay close, but don't just sit there either (Move around, it changes how often shots miss you). Make attack runs, going in at a rate appropriate so that you can unload a full CRF volley then move away giving your shields a chance to heal. Then come back in when your CD is ready and do the same (Think fighter plane strafing runs). Be warned there is no Science Team on this build in case you ever get sensor jammed etc (But the Cardies won't do that to you). Feel free to put in a Science Team in place of Transfer Shield Strength if you feel that works better for you (But it will conflict with your copies of Tac Team and Eng Team).
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